My GDC talk for this year, “9 Things Learned While Building Frostbite’s Cinematics Tools”, is up on the GDC Vault! Sadly it’s not in the free offering, it seems.
Just like last year, this was part of the Tools Tutorial Day, a full day track focused on tools programming, organized by the fine folks at The Toolsmiths (sign up for the Toolsmiths Slack!).
I hope you find something interesting in this talk!
So that happened – I went to my second GDC and this time I presented something. Look at how shiny my forehead is!
Big thanks to the Toolsmiths guys (Geoff and David) for organizing a full day summit dedicated to tools programming – a topic that I always thought was lacking a proper worldwide community the same way, say, graphics rendering or animation have. Not only did I have the chance to present my talk as part of that “Tools Tutorial Day”, but I had the honours of being the inaugural talk!
Next week I’ll be at the Game Developers’ Conference, along with a lot of people from the video game industry, and I’ll be giving my first presentation there, “A Tale of Three Data Schemas”.
I’m starting small for my first GDC contribution by presenting during the “pre-conference” days that half of the attendees skip. This year should be super interesting however since it will be a full day dedicated to the fine art of making game creation tools, courtesy of the fine folks at The Toolsmiths.
I’m back from some travels – plural, which is extremely rare for me.
New York City (first time visit) followed by the usual annual trip to Stockholm for EA’s Frostbite DevDays conference, where various game devs from the company converge from all around the world to chat and drink.
EA is a weird company in the sense that, for a video game company, people tend to stay there for very long stretches of time.
Speaking of fallen video game superstars, I also recently finished reading through Kotaku UK’s various impressively thorough articles about Star Citizen.
There’s not much to say except that, even before the Kickstarter campaign ended, half of us backers knew it would be a shit show. It’s just fascinating to see how exactly the shit show is going – from the totally dysfunctional project and scope management to the size of Chris Roberts’ balls for selling non-existing digital items for several hundreds of dollars… with the nice addition of fans that are so extreme they can make some Apple or Linux fanboy look balanced.
I recently discovered Kim Justice’s YouTube channel about video game history, starting with this video on legendary publisher Psygnosis, and quickly ended up watching this epic, 4-part, Peter Molyneux series:
One thing stuck out for me: Molyneux’s obsession with creating “living worlds”, i.e. games where you’re free to do many things (plant trees, build a house, have kids) and choose many paths (be good, be evil, choose this or that in each situation), and all the while witnessing the consequences of such acts.
Richard Garfield, widely known as the creator of Magic: The Gathering, recently posted this “Game Player’s Manifesto” against what he calls “skinnerware”:
I believe that in recent years, while looking for revenue models that work for electronic games, game designers and publishers have stumbled upon some formulae that work only because they abuse segments of their player population. Games can have addictive properties – and these abusive games are created – intentionally or not – to exploit players who are subject to certain addictive behavior.
Quincy Larson of FreeCodeCamp recently posted an article about work productivity:
Last year I turned off all my notifications. I stopped booking meetings. I started living asynchronously.
Now instead of being interrupted throughout the day — or rushing from one meeting to the next — I sit down and get work done.
Using one of the most awesome webcomics on the subject of interrupting a programmer as a starting point, he does the usual attempts at convincing people that open floor plans are bad, and that meetings are better replaced by asynchronous communication.